nd23rin's page

13 posts. No reviews. No lists. No wishlists.




Hi All-
So I was running through my first play of “Crypt of the Everflame” which happens to be only my second adventure ever. I was GM running it with only two players playing two characters each. This is a group of players also with no experience (my wife and kid ). When we ran the beginner box adventure, things went fine, but I have found running Crypt of the Everflame…that we are struggling to get through some parts. We played last night but quite frankly, I felt that getting through some of these difficult areas are slowing the game down to the point where my players are losing interest quickly. Hoping to get some from those familiar this module:

1. On the first part of the crypt itself (lower level), there is a room called Maze of Pits. The pits have pillows at the bottom, as they were setup as tricks, etc, etc. When my PC’s walk into the room and fall into one they take some non-lethal damage after a reflex save. So as they fell into them, the nonlethal damage thing became really monotonous. Also, how can they get out of the pits?

2. It says that a player poking around with a stick would be able to notice the traps, but if they didn’t know traps were in the room why would they be poking around with a stick?

3. After pulling all 3 switches at once the door opens, however it only opens for one round and the far switch is REALLY far from the door. How could that player get all the way through the door at the other end?

4. Once the PC’s reach the door to Roldare’s chamber, they are supposed to complete a “trio of strength checks” to push it open. However it also mentions the door is locked with a device. So, is it a choice? Is the crossbow fired between each strength check or each “group” of checks (four players)?

5. My players didn’t choose to pay any attention to Roldare’s sister. So should I just let it be?

6. After meeting Roldare they made there way to the room with the large beetle. But the room seems awfully small for the beetle plus 4 PC’s. There is really no room for maneuvering unless I am missing something.

7. In this room the module reads to the PC’s something along the lines of “the room is mostly empty, save for the body of a villager”. However then its says later that the beetle attacks anyone who enters. How should this play out? Is this a situation where there is a surprise round? It just seemed kind of clunky to me. The PC’s walk in, I tell them the room is empty save for a body and then immediately tell them to roll for initiative?

8. When I am attacking as the GM, when do I know when to use the monsters “special moves” etc?

9. When reading a statblock it will say something like HP 19 (3d8+6)…what is the second part referring to?
Thanks so much for your help guys / gals. I am sorry if this is poorly written, but I am writing at work  so wanted to get the questions out fast as I know how helpful this group normally is!!

Thanks Again!


Hey All, I was wondering what I might need to do to convert Crypt of the Everflame to play using only BB rules. Some of the enemies seem to incorporate things from the core rules, so wouldn't the PC's be at a disadvantage? Thanks!


Last night I ran most of the way through the Beginner Box Adventure in the GM Book. Played it with only three PC's...Cleric, Fighter, Rogue. After playing, I have a few probably basic questions I was hoping the experts could clarify?

1. With the Cleric being able to channel energy, I would think it to be almost impossible to ever have a PC die, or even become very badly injured. Am I missing something with regard to how many times it can be used. I believe it was 6 times it can be used, but for this adventure and given the fact that it heals in 30ft radius...it seems like the PC's were always above 80% of HP.

2. In the Rogue pregen character sheet they show the melee attack bonus to be +3, but that doesn't jive with the formula using STR. If I look at the Rogue weapon Rapier it shows attack bonus as +3. Is this because they are assuming the weapon finesse feat is just "turned on at all times", making the bonus based off of DEX even for melee weapons?

3. Again getting back to the whole healing dilemma, if the cleric can either use "Heal" skill or channel energy, isnt it beneficial to just heal between every encounter. It just seems like healing is almost an unlimited benefit making the characters sort of always healed up prior to an encounter.

4. In our game, the fighter pregen indicated he had a longsword and a shortbow. However, is it true he could have taken Longsword and Shortsword and then had two attacks each time? Why would he ever choose bow over two melee attacks?

5. I am confused about the difference between "Detect Magic", "Spellcraft", and "Knowledge Arcana". They seem to this noob to basically do the same thing?

6. The Stealth & Sneak Attack mechanism for Rogues is not making all that much sense to me yet. What does the Rogue need to do to be stealth and how is that related to sneak attack?

7. So Cleric can in one turn channel energy and then attack an adjacent enemy right?

8. Am I to believe that feats like "Weapon Focus" should just always be assumed "on" for that player? Why would you ever not use it? I guess maybe if you wanted to use another feat, say "Power Attack" you would then no longer get the bonus from "Weapon Focus" right?

Thanks for all of the help guys / gals!


Hi,

I am brand new to RPG's and struggling with one concept in particular. I understand the sequence of rounds during combat. However, when not in combat what are the general rules for how far you can move, how many skills you can use, etc.

1. Can you walk into a room say and do perception check to find out a trap exists and then immediately do disable trap, or do you have to let everyone else do something first. I guess what I am getting at is, what is to keep people from just doing skill checks until they finally pass.

2. How about movement? Up until players encounter a monster how does movement work...in turns? If a statue is in the middle of the room and a player wants to poke it with his sword, does he have to move first...and if so, what is the use since if not in combat, movement isnt measured?

Hope these make sense.

Nick


Hey All, I am completely new to tabletop RPG's although I have lots of experience with computer RPG's such as Elder Scrolls, Baldur's Gate, Witcher, Skyrim, World of Warcraft, etc. I am reading that Pathfinder is much better than D&D 4ed especially with beginner's box. I do have a couple of questions, hopefully not to noobish!

So right now, I think I can get bigger groups together on occasion, but a lot of times it would be me and the wife and possibly my young son. I realize these types of games are not made for small groups, but what are some ways we could play with just us three? Can my son play one character, I play 2 characters and my wife be GM? Can GM also play a character?

If I buy the beginner box, and money is not a huge issue, will it be good for learning purposes to buy the core rules and maybe bestiary or any other books. I have a work trip coming up so I will have lots of time to read, etc.

The beginners box comes with one set of dice, but with them being so cheap does it make the game run a lot smoother with more than one set?

Any other recommendations?

Thanks all for your help